you know this is in the game make help thread right? the answer to this? I said it before..
Well, I'm not in the mood to flip through a dozen pages of a topic looking for one little piece of info, so I'll keep trying for now. Besides, I got a good idea that might just work.
EDIT: IT WORKED! I FIXED IT!!!
The problem wasn't with x's or y's or hitting the ceiling or distance fallen or yVel or anything
. The problem was that the fall timer was not accurately conveying how far and how fast the player was falling. So I changed it! Instead of starting in the moment the player begins falling, it starts ticking when the player begins falling at a certain speed
. Normally, the only requirements for the fall Timer to start counting are:
if (yVel > 0 and state != CLIMBING)
But if you increase the number of yVel to something higher, like:
if (yVel > 7 and state != CLIMBING)
The timer won't start until the player is falling at that speed. Then, you go over to the fall damage requirements:
(platformCharacterIs(ON_GROUND) and fallTimer > 16 and not collision_rectangle(x-8, y-8, x+8, y+8, oSpringTrap, 0, 0))
And change the fallTimer requirement accordingly. The player is spending less time in the air, so you lower the number by one less than the same amount you raised yVel by.
(platformCharacterIs(ON_GROUND) and fallTimer > 10 and not collision_rectangle(x-8, y-8, x+8, y+8, oSpringTrap, 0, 0))
This means the player will only take fall damage if they are definitely falling a great distance. You need to change the higher-damage fall values as well:
if (fallTimer > 48) global.plife -= 10;
else if (fallTimer > 32) global.plife -= 2;
if (fallTimer > 42) global.plife -= 10;
else if (fallTimer > 26) global.plife -= 2;
And you're done! BOOM! Glitch terminated.
Oh, but you'll also need to shorten the timer for the parachute's release. But that's in the same area as the rest anyway.
EDIT EDIT: Well, I'll be.
It turns out Spikes also
rely on your fall timer to register you connecting with them. That's no big deal, though. Just set the colSpikes event requirements from this:
(colSpikes and yVel > 0 and (fallTimer > 4 or stunned))
(colSpikes and yVel > 4)
I don't think there's any problem with that, but if one comes up, I'll mention it.